Search found 282 matches
- February 3rd, 2019, 10:41 am
- Forum: Other SDK
- Topic: [TUTORIAL] Setting up the PSXSDK under Windows and Linux
- Replies: 34
- Views: 164015
Re: [TUTORIAL] Setting up the PSXSDK under Windows and Linux
Nice one, you make it look really easy!
- February 3rd, 2019, 10:35 am
- Forum: General Chat & Messaging
- Topic: Symbol 'System_Init' not defined
- Replies: 8
- Views: 14054
Re: Symbol 'System_Init' not defined
This is pretty basic CC stuff, Symbol not defined means it tried linking to the library and couldn't find it, it's the .a or .lib file, it should go into the lib folder or in your working folder and you tell the compiler to use the library via the -L (library path if it's in a non standard folder) a...
- February 3rd, 2019, 10:30 am
- Forum: Examples (Psy-Q)
- Topic: 3D FPS Example
- Replies: 43
- Views: 127195
Re: 3D FPS Example
I think it's because of the lack of float precision (but I get this even with floats on 3DS :? ). The only way I know how to fix it, is to use vector lookups (indices), ie use the same exact vectors that the surrounding faces use. But it could be the emulator being over precise, try a different rend...
- January 12th, 2019, 8:55 am
- Forum: Graphics/GPU
- Topic: What's the better for PS1-3D?
- Replies: 3
- Views: 9108
Re: What's the better for PS1-3D?
level geometry: #Quads = if you're using like a doom style (texture brush I think it's called, ie BSP), where the texture (TIM) is the tile(wall/floor), everything is easier (level, coding) and faster and if enabled, can do auto division (into tris, to stop texture warping) when the camera gets clos...
- January 11th, 2019, 9:36 am
- Forum: Yaroze SDK
- Topic: Recompile Yaroze Source
- Replies: 35
- Views: 116326
Re: Recompile Yaroze Source
Welcome Chris!!!
... you are a brave man!
Good work... thanks for sharing!
... you are a brave man!
Good work... thanks for sharing!
- January 11th, 2019, 9:24 am
- Forum: Graphics/GPU
- Topic: [Question] Can i create TIM with multiple CLUT's?
- Replies: 10
- Views: 15708
Re: [Question] Can i create TIM with multiple CLUT's?
Yes, 16bit TIM's are very easy to create!
- January 10th, 2019, 9:23 am
- Forum: Graphics/GPU
- Topic: [Question] Can i create TIM with multiple CLUT's?
- Replies: 10
- Views: 15708
Re: [Question] Can i create TIM with multiple CLUT's?
I thought 16bit tims don't have CLUT's? I did 4bit clut generation and clut swapping.. via brute forcing it.. Saving a single image (different colours in a clut) and timtool that image (move it to the display buffer.. not needed) and clut (keep it safe), then in code you just swap between cluts. I'm...
- December 21st, 2018, 8:18 am
- Forum: Examples (Psy-Q)
- Topic: Psy-Q TIM EXAMPLE
- Replies: 14
- Views: 71010
Re: Psy-Q TIM EXAMPLE
Not sure what you mean by 'TIM editor'. If you want to create TIM's in PS1 RAM dynamically, you can, the 16bit format was the easiest for me anyway :roll: I was thinking I could just have an array of colors in my project, and somehow tell a textured primitive to take that data and use it. Is this po...
- December 17th, 2018, 8:11 am
- Forum: Members Downloads
- Topic: LITELOAD - Yet another PS1 serial loader
- Replies: 13
- Views: 31601
- December 17th, 2018, 8:01 am
- Forum: Members Downloads
- Topic: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
- Replies: 29
- Views: 59013
Re: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
I'm not the best C coder, but isn't do while(1); an infinite loop?
- December 14th, 2018, 8:16 am
- Forum: Members Downloads
- Topic: PSn00b Debugger - Homebrew debugger for retail consoles
- Replies: 15
- Views: 36616
Re: PSn00b Debugger - Homebrew debugger for retail consoles
my 2cents: Anything that requires old hardware is counter productive, even if it's faster. Accessibility is more important then usability etc. Net Yaroze comms cable, PS link cable, AR/Xplorer, old ISA/PCI slots & cards, and physical parallel and serial ports just make it harder. Anything that i...
- December 14th, 2018, 7:55 am
- Forum: Members Downloads
- Topic: LITELOAD - Yet another PS1 serial loader
- Replies: 13
- Views: 31601
Re: LITELOAD - Yet another PS1 serial loader
Interesting info, thanks! Would you happen to have an example of a batch loading script? I didn't see any references to it in the docs. Also, so I understand correctly SioFS: is a PS1 sdk that turns the PC into a drive mcomms: is the PC server to SioFS LITELOAD: is a standalone serial loader But lit...
- December 12th, 2018, 8:33 pm
- Forum: Members Downloads
- Topic: LITELOAD - Yet another PS1 serial loader
- Replies: 13
- Views: 31601
Re: LITELOAD - Yet another PS1 serial loader
Just watched your Psn00b video! Pretty impressive man! :clap That's damn amazing! I actually got a question regarding the loader mcomms .... Is a 400KB executable that common? I know it is when you "Combine" assets and exe together. With the Net Yaroze you loaded your assets first and last...
- December 6th, 2018, 8:26 am
- Forum: General Chat & Messaging
- Topic: Sony playstation Classic aka mini
- Replies: 10
- Views: 16085
Re: Sony playstation Classic aka mini
looks like they used a lot of the original moulding design:
[BBvideo=560,315]https://www.youtube.com/watch?v=05wWZ9Wvgsk[/BBvideo]
- December 5th, 2018, 9:25 pm
- Forum: General Chat & Messaging
- Topic: Sony playstation Classic aka mini
- Replies: 10
- Views: 16085
Re: Sony playstation Classic aka mini
I was hoping it would work too for the same reason.. but I didn't by it just for PC controllers... it's convenient. I asked on reddit :roll: here , some win10 users say it works. And I paid more then the 150AUD on just RR-T4, Tekken 2 and Dest. derby 2 in 1998-99, which I don't have anymore :roll: B...
- December 5th, 2018, 9:39 am
- Forum: General Chat & Messaging
- Topic: Sony playstation Classic aka mini
- Replies: 10
- Views: 16085
Sony playstation Classic aka mini
Anyone else picked one up? Very nostalgic! 8-) https://pbs.twimg.com/media/DtmeiotUUAEN5uK.jpg But shame the USB controllers don't work on my Linux PC, 'unable to enumerate USB device' :roll: https://www.reddit.com/r/PlaystationClassic/comments/a383y3/do_the_usb_controllers_work_on_pc/ [BBvideo=560,...
- December 1st, 2018, 6:07 pm
- Forum: Psy-Q SDK
- Topic: Psy-Q SDK Legal Status
- Replies: 9
- Views: 21227
Re: Psy-Q SDK Legal Status
The copyrights have expired. It's classified as 'abandonware' now. Sony doesn't care about it because it doesn't make them any money. The SDK is very obsolete by their standards. That's not legal advice.. is it? lol Where is Sony's or SN System's notice of 'adandonware'? Saying a company hasn't act...
- November 22nd, 2018, 9:15 pm
- Forum: Yaroze SDK
- Topic: Recompile Yaroze Source
- Replies: 35
- Views: 116326
Re: Recompile Yaroze Source
I use siocons in wine, it works for me.
It also works in win32, ie winXP
It also works in win32, ie winXP
- November 22nd, 2018, 8:19 am
- Forum: Yaroze SDK
- Topic: Recompile Yaroze Source
- Replies: 35
- Views: 116326
Re: Recompile Yaroze Source
Oh goodie you are trying again :) Ha, it's more complicated. I can't find a full 2000-2010 repo cygwin Might be easier getting a linux repo with a windows cross compiler and using that, but last time I tried: I've downloaded RH 6 (from 2000). See if it was/is that easy, except siocons is pure dos h...
- November 18th, 2018, 5:53 pm
- Forum: Yaroze SDK
- Topic: Recompile Yaroze Source
- Replies: 35
- Views: 116326
Re: Recompile Yaroze Source
Okay, so this will be my last go at this :lol: The "newest" mipsel-ecoff supported gcc was gcc-core-3.3.6 from 2005-05-03 I'm not sure where I got 3.3.6 from? https://www.gnu.org/software/gcc/gcc-3.3/ states: Obsolete Systems MIPS: Generic ECOFF, mips*-*-ecoff* I should have used GCC 3.2.3...